Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Goggles of Night uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Stone of Good Luck uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Boots of Striding and Springing uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Boots of Striding and Springing uncommon Keys From the Golden Vault - Tockworth's Clockworks Show
Stone Of Good Luck uncommon Keys From the Golden Vault - Tockworth's Clockworks Show
Infiltrator Cowl (Hat of Disguise) uncommon CCC-NUKE-01-04 Honey, Pass the Preserves Show
Notes:

When worn, this woodland-hued hood looks like it has been separated from its original cloak. However, when worn with a cloak, it seamlessly melds into the cape's collar. This hood acts as a Hat of Disguise.

Valyntis’ Arrow (Unbreakable Arrow) uncommon CCC-NUKE-01-04 Honey, Pass the Preserves Show
Notes:

"This single arrow is carved from the red-wood branch of a deceased treant. Delicate carvings of vines and leaves are engraved within its length. When fired, the arrow emits a melodic whistle all the way to its target, a reverent ode to the wood-elven hunters of Cormanthor’s past."

Eldritch Claw Tattoo (Alpha’s Mark) uncommon WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds Show
Notes:

A lupine paw print marks the skin.
Language. The bearer can speak and understand Primordial language while the item is on the bearer’s person. The bearer can also understand the language of dogs and canines.
The archfey, the Guardian, imbues characters with a Eldritch Claw Tattoo to use. The characters can keep the Eldritch Claw Tattoo as part of a pact with an archfey.

Instrument of the Bards (Doss Lute) uncommon WBW-DC-DCAF02 Harengon Harana Show
Notes:

Wondrous item, rarity varies (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument.

Spells: Animal Friendship, Protection from Energy (fire only), Protection from Poison

The Harbinger (Glaive of Warning) uncommon CCC-EPI01-02 Hordes of Thar - The Bloody Crescent Show
Notes:

The Harbinger is a massive scythe was forged from the darkest shadows from the plane of Gehenna, home of the orcish god Shaargas. The material is light, and does not cast its own shadow. However, the item gives its user an uncanny ability for shadows to warn the user of impending danger.

This magic weapon (glaive) warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Alchemy Jug uncommon DDEX3-8: The Malady of Elventree Show
Notes:

Wondrous item, uncommon

This jug is made of thin metal strips bolted together. It is covered in dwarven runes in the form of night sky constellations.

Rúyì Jīngū Bàng (Pole of Collapsing with minor Conscientious property) common WBW-DC-ZODIAC-09 Monkey Magic Show
Notes:

A pillar of black iron ringed with golden hoops at each end. It has the ability to shrink and collapse at the wielder's command.

Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.

Exploding Bamboo (Wand of Pyrotechnics) common WBW-DC-ZODIAC-13 Familiars Feast Show
Notes:

This red and gold wand is embossed with the thirteen symbols of the archfey of Samsara, taking the form of cute animals.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Khakkhara (Bell Branch with minro Guardian property) common WBW-DC-ZODIAC-09 Monkey Magic Show
Notes:

Crafted from a branch of the immortal peach tree wood and infused with immortality elixir, the branch rattles with golden bells forged from the earth and fire of the Flower Fruit Mountain.

Guardian. The item chatters and screeches a warnings to its bearer, granting a bonus to initiative if the bearer isn’t incapacitated.

Shroud of Night (Linguistic Cloak of Billowing, Sylvan) common WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The dark fabric, hewn from the snight sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan.

While wearing this cloak, you can use a bonus action to make it billow dramatically.

Pipe of Remembrance common SJ-DC-ERA-CCC-01 Cosmic Courier Catastrophe (Author's Run) Show
Driftglobe common Keys From the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Wand of Smiles common Trade Log Show
Notes:

Wand, Common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

Veteran's Cane common WBW-DC-NVM-01 Behind Masked Faces Show
Notes:

Wondrous item, common

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

Flavor text: A cane made out of Ivory and embellished with golden filigree.

Ersatz Eye common Trade Log Show